/* Making Bombs with ZAS: Get gas to react in an air tank so that it gains pressure. If it gains enough pressure, it goes boom. The more pressure, the more boom. If it gains pressure too slowly, it may leak or just rupture instead of exploding. */ #define FIRE_LIGHT_1 2 //These defines are the power of the light given off by fire at various stages #define FIRE_LIGHT_2 4 #define FIRE_LIGHT_3 5 //The absolute minimum temperature, below which a fire will go out. In Kelvins #define MINIMUM_HEAT_THRESHOLD 220 /turf //Some legacy definitions so fires can be started. /atom/proc/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume) return null /turf/proc/hotspot_expose(exposed_temperature, exposed_volume, soh = 0) return /** * Create a temporary ignition source at turf. Think sparks/igniters. * * Checks for flammable materials at its location. * * * exposed_temperature - ignition source temp (K) * * exposed_volume - gas volume (passed to fire_act() for locs) * * Returns boolean and/or executes create_fire(exposed_temperature). */ /turf/simulated/hotspot_expose(exposed_temperature, exposed_volume) if(fire_protection > world.time-300) return FALSE if(locate(/obj/hotspot) in src) return TRUE var/datum/gas_mixture/air_contents = return_air() if(!air_contents || exposed_temperature < PHORON_MINIMUM_BURN_TEMPERATURE) return FALSE var/igniting = FALSE var/obj/effect/decal/cleanable/liquid_fuel/liquid = locate() in src if(liquid && air_contents.check_combustibility(liquid)) IgniteTurf(liquid.amount * 10) QDEL_NULL(liquid) var/obj/effect/decal/cleanable/napalm/napalm = locate() in src if(napalm) napalm.Ignite() if(air_contents.check_combustibility()) igniting = TRUE create_fire(exposed_temperature) return igniting /zone/proc/process_fire() var/datum/gas_mixture/burn_gas = air.remove_ratio(GLOB.vsc.fire_consuption_rate, LAZYLEN(fire_tiles)) var/firelevel = burn_gas.zburn(src, fire_tiles, force_burn = TRUE, no_check = TRUE) air.merge(burn_gas) if(firelevel) for(var/turf/T in fire_tiles) if(T.hotspot) T.hotspot.firelevel = firelevel else LAZYREMOVE(fire_tiles, T) else for(var/turf/simulated/T in fire_tiles) if(istype(T.hotspot)) qdel(T.hotspot) LAZYCLEARLIST(fire_tiles) UNSETEMPTY(fire_tiles) if(!LAZYLEN(fire_tiles)) SSair.active_fire_zones.Remove(src) /turf/proc/create_fire(fl) return FALSE /turf/simulated/create_fire(fl) if(hotspot) hotspot.firelevel = max(fl, hotspot.firelevel) return TRUE if(!zone) return TRUE hotspot = new(src, fl) SSair.active_fire_zones |= zone var/obj/effect/decal/cleanable/foam/extinguisher_foam = locate() in src if(extinguisher_foam && extinguisher_foam.reagents) hotspot.firelevel *= max(0,1 - (extinguisher_foam.reagents.total_volume*0.04)) //25 units will eliminate the fire completely LAZYOR(zone.fire_tiles, src) return FALSE // Future low-quality heat effect /obj/heat icon = 'icons/effects/fire.dmi' icon_state = "3" appearance_flags = PIXEL_SCALE | NO_CLIENT_COLOR mouse_opacity = MOUSE_OPACITY_TRANSPARENT render_target = HEAT_EFFECT_PLATE_RENDER_TARGET /obj/hotspot //Icon for fire on turfs. //Different from turf fires anchored = 1 mouse_opacity = MOUSE_OPACITY_TRANSPARENT blend_mode = BLEND_ADD icon = 'icons/effects/fire.dmi' icon_state = "wavey_fire" light_color = LIGHT_COLOR_FIRE layer = FIRE_LAYER var/firelevel = 1 //Calculated by gas_mixture.calculate_firelevel() /obj/hotspot/process() . = 1 var/turf/simulated/my_tile = loc if(!istype(my_tile) || !my_tile.zone) if(my_tile && my_tile.hotspot == src) my_tile.hotspot = null qdel(src) return PROCESS_KILL var/datum/gas_mixture/air_contents = my_tile.return_air() if(firelevel > 6) set_light(9, FIRE_LIGHT_3) // We set color later in the proc, that should trigger an update. else if(firelevel > 2.5) set_light(7, FIRE_LIGHT_2) else set_light(5, FIRE_LIGHT_1) for(var/mob/living/L in loc) L.FireBurn(firelevel, air_contents.temperature, air_contents.return_pressure()) //Burn the mobs! loc.fire_act(air_contents.temperature, air_contents.volume) for(var/atom/A in loc) A.fire_act(air_contents.temperature, air_contents.volume) //spread for(var/direction in GLOB.cardinals) var/turf/simulated/enemy_tile = get_step(my_tile, direction) if(istype(enemy_tile)) if(my_tile.open_directions & direction) //Grab all valid bordering tiles if(!enemy_tile.zone || enemy_tile.hotspot) continue //if(!enemy_tile.zone.fire_tiles.len) TODO - optimize var/datum/gas_mixture/acs = enemy_tile.return_air() if(!acs || !acs.check_combustibility()) continue //If extinguisher mist passed over the turf it's trying to spread to, don't spread and //reduce firelevel. if(enemy_tile.fire_protection > world.time-30) firelevel -= 1.5 continue //Spread the fire. if(prob( 50 + 50 * (firelevel/GLOB.vsc.fire_firelevel_multiplier) ) && my_tile.CanPass(null, enemy_tile, 0,0) && enemy_tile.CanPass(null, my_tile, 0,0)) enemy_tile.create_fire(firelevel) else enemy_tile.adjacent_fire_act(loc, air_contents, air_contents.temperature, air_contents.volume) set_light(l_color = fire_color(air_contents.temperature, TRUE)) var/list/animate_targets = get_above_oo() + src for (var/thing in animate_targets) var/atom/movable/AM = thing animate(AM, color = fire_color(air_contents.temperature), 5) /obj/hotspot/Initialize(mapload, fl) . = ..() if(!isturf(loc)) return INITIALIZE_HINT_QDEL set_dir(pick(GLOB.cardinals)) var/datum/gas_mixture/air_contents = loc.return_air() color = fire_color(air_contents.temperature) set_light(3, 1, color) firelevel = fl SSair.active_hotspots.Add(src) //If this is a turf and it can burn maybe it should be ignited too - Lingering fire effect of sorts var/turf/simulated/floor/F = loc if(istype(F) && F.flooring && F.flooring.flags & TURF_CAN_BURN) if(prob(30)) F.IgniteTurf(rand(8,22)) /obj/hotspot/proc/fire_color(var/env_temperature) var/temperature = max(4000*sqrt(firelevel/GLOB.vsc.fire_firelevel_multiplier), env_temperature) return heat2color(temperature) /obj/hotspot/Destroy() var/turf/T = loc if (istype(T)) set_light(0) T.hotspot = null SSair.active_hotspots.Remove(src) . = ..() /turf/simulated var/tmp/fire_protection = 0 //Protects newly extinguished tiles from being overrun again. /turf/proc/apply_fire_protection() return /turf/simulated/apply_fire_protection() fire_protection = world.time //Returns the firelevel /datum/gas_mixture/proc/zburn(zone/zone, force_burn, no_check = 0) . = 0 if((temperature > PHORON_MINIMUM_BURN_TEMPERATURE || force_burn) && (no_check || check_combustibility())) #ifdef ZASDBG log_subsystem_zas_debug("***************** FIREDBG *****************") log_subsystem_zas_debug("Burning [zone? zone.name : "zoneless gas_mixture"]!") #endif var/gas_fuel = 0 var/total_fuel = 0 var/total_oxidizers = 0 //*** Get the fuel and oxidizer amounts for(var/g in gas) if(gas_data.flags[g] & XGM_GAS_FUEL) gas_fuel += gas[g] if(gas_data.flags[g] & XGM_GAS_OXIDIZER) total_oxidizers += gas[g] gas_fuel *= group_multiplier total_oxidizers *= group_multiplier total_fuel = gas_fuel if(total_fuel <= 0.005) return 0 //*** Determine how fast the fire burns //get the current thermal energy of the gas mix //this must be taken here to prevent the addition or deletion of energy by a changing heat capacity var/starting_energy = temperature * heat_capacity() //determine how far the reaction can progress var/reaction_limit = min(total_oxidizers*(FIRE_REACTION_FUEL_AMOUNT/FIRE_REACTION_OXIDIZER_AMOUNT), total_fuel) //stoichiometric limit //vapour fuels are extremely volatile! The reaction progress is a percentage of the total fuel (similar to old zburn).) var/gas_firelevel = calculate_firelevel(gas_fuel, total_oxidizers, reaction_limit, volume*group_multiplier) / GLOB.vsc.fire_firelevel_multiplier var/min_burn = 0.30*volume*group_multiplier/CELL_VOLUME //in moles - so that fires with very small gas concentrations burn out fast var/gas_reaction_progress = min(max(min_burn, gas_firelevel*gas_fuel)*FIRE_GAS_BURNRATE_MULT, gas_fuel) var/firelevel = (gas_fuel*gas_firelevel)/total_fuel var/total_reaction_progress = gas_reaction_progress var/used_fuel = min(total_reaction_progress, reaction_limit) var/used_oxidizers = used_fuel*(FIRE_REACTION_OXIDIZER_AMOUNT/FIRE_REACTION_FUEL_AMOUNT) #ifdef ZASDBG log_subsystem_zas_debug("gas_fuel = [gas_fuel], total_oxidizers = [total_oxidizers]") log_subsystem_zas_debug("total_fuel = [total_fuel], reaction_limit = [reaction_limit]") log_subsystem_zas_debug("firelevel -> [firelevel] (gas: [gas_firelevel])") log_subsystem_zas_debug("gas_reaction_progress = [gas_reaction_progress]") log_subsystem_zas_debug("total_reaction_progress = [total_reaction_progress]") log_subsystem_zas_debug("used_fuel = [used_fuel], used_oxidizers = [used_oxidizers]; ") #endif //if the reaction is progressing too slow then it isn't self-sustaining anymore and burns out if(zone) //be less restrictive with canister and tank reactions if((!gas_fuel || used_fuel <= FIRE_GAS_MIN_BURNRATE*length(zone.contents))) return 0 //*** Remove fuel and oxidizer, add carbon dioxide and heat //remove and add gasses as calculated var/used_gas_fuel = min(max(0.25, used_fuel*(gas_reaction_progress/total_reaction_progress)), gas_fuel) //remove in proportion to the relative reaction progress //remove_by_flag() and adjust_gas() handle the group_multiplier for us. remove_by_flag(XGM_GAS_OXIDIZER, used_oxidizers) remove_by_flag(XGM_GAS_FUEL, used_gas_fuel) adjust_gas(GAS_CO2, used_oxidizers) //calculate the energy produced by the reaction and then set the new temperature of the mix temperature = (starting_energy + GLOB.vsc.fire_fuel_energy_release * (used_gas_fuel)) / heat_capacity() update_values() #ifdef ZASDBG log_subsystem_zas_debug("used_gas_fuel = [used_gas_fuel]; total = [used_fuel]") log_subsystem_zas_debug("new temperature = [temperature]; new pressure = [return_pressure()]") #endif if (temperature < MINIMUM_HEAT_THRESHOLD) firelevel = 0 return firelevel /datum/gas_mixture/proc/check_recombustability(list/fuel_objs) . = 0 for(var/g in gas) if(gas_data.flags[g] & XGM_GAS_OXIDIZER && gas[g] >= 0.1) . = 1 break if(!.) return 0 if(fuel_objs && length(fuel_objs)) return 1 . = 0 for(var/g in gas) if(gas_data.flags[g] & XGM_GAS_FUEL && gas[g] >= 0.1) . = 1 break /datum/gas_mixture/proc/check_combustibility(obj/effect/decal/cleanable/liquid_fuel/liquid=null) . = 0 for(var/g in gas) if(gas_data.flags[g] & XGM_GAS_OXIDIZER && QUANTIZE(gas[g] * GLOB.vsc.fire_consuption_rate) >= 0.1) . = 1 break if(!.) return 0 if(liquid) return 1 . = 0 for(var/g in gas) if(gas_data.flags[g] & XGM_GAS_FUEL && QUANTIZE(gas[g] * GLOB.vsc.fire_consuption_rate) >= 0.005) . = 1 break //returns a value between 0 and vsc.fire_firelevel_multiplier /datum/gas_mixture/proc/calculate_firelevel(total_fuel, total_oxidizers, reaction_limit, gas_volume) //Calculates the firelevel based on one equation instead of having to do this multiple times in different areas. var/firelevel = 0 var/total_combustables = (total_fuel + total_oxidizers) var/active_combustables = (FIRE_REACTION_OXIDIZER_AMOUNT/FIRE_REACTION_FUEL_AMOUNT + 1)*reaction_limit if(total_combustables > 0) //slows down the burning when the concentration of the reactants is low var/damping_multiplier if(!total_moles || !group_multiplier) damping_multiplier = min(1, active_combustables) else if(!total_moles) damping_multiplier = min(1, active_combustables / group_multiplier) else if(!group_multiplier) damping_multiplier = min(1, active_combustables / total_moles) else damping_multiplier = min(1, active_combustables / (total_moles/group_multiplier)) //weight the damping mult so that it only really brings down the firelevel when the ratio is closer to 0 damping_multiplier = 2*damping_multiplier - (damping_multiplier*damping_multiplier) //calculates how close the mixture of the reactants is to the optimum //fires burn better when there is more oxidizer -- too much fuel will choke the fire out a bit, reducing firelevel. var/mix_multiplier = 1 / (1 + (5 * ((total_fuel / total_combustables) ** 2))) #ifdef ZASDBG ASSERT(damping_multiplier <= 1) ASSERT(mix_multiplier <= 1) #endif //toss everything together -- should produce a value between 0 and fire_firelevel_multiplier firelevel = GLOB.vsc.fire_firelevel_multiplier * mix_multiplier * damping_multiplier return max( 0, firelevel) /mob/living/proc/FireBurn(firelevel, last_temperature, pressure) var/mx = 5 * firelevel/GLOB.vsc.fire_firelevel_multiplier * min(pressure / ONE_ATMOSPHERE, 1) apply_damage(2.5*mx, DAMAGE_BURN) /** * Applies direct damage to human mobs to fire. * On the chopping block depending on how we feel. * We can decide its fate in future reworks. */ /mob/living/carbon/human/FireBurn(firelevel, last_temperature, pressure) //Burns mobs due to fire. Respects heat transfer coefficients on various body parts. //Due to TG reworking how fireprotection works, this is kinda less meaningful. var/head_exposure = 1 var/chest_exposure = 1 var/groin_exposure = 1 var/legs_exposure = 1 var/arms_exposure = 1 //Get heat transfer coefficients for clothing. for(var/obj/item/clothing/C in src) if(l_hand == C || r_hand == C) continue if( C.max_heat_protection_temperature >= last_temperature ) if(C.body_parts_covered & HEAD) head_exposure = 0 if(C.body_parts_covered & UPPER_TORSO) chest_exposure = 0 if(C.body_parts_covered & LOWER_TORSO) groin_exposure = 0 if(C.body_parts_covered & LEGS) legs_exposure = 0 if(C.body_parts_covered & ARMS) arms_exposure = 0 //minimize this for low-pressure enviroments var/mx = 5 * firelevel/GLOB.vsc.fire_firelevel_multiplier * min(pressure / ONE_ATMOSPHERE, 1) //Always check these damage procs first if fire damage isn't working. They're probably what's wrong. apply_damage(2.5*mx*head_exposure, DAMAGE_BURN, BP_HEAD, used_weapon = "Fire") apply_damage(2.5*mx*chest_exposure, DAMAGE_BURN, BP_CHEST, used_weapon = "Fire") apply_damage(2.0*mx*groin_exposure, DAMAGE_BURN, BP_GROIN, used_weapon = "Fire") apply_damage(0.6*mx*legs_exposure, DAMAGE_BURN, BP_L_LEG, used_weapon = "Fire") apply_damage(0.6*mx*legs_exposure, DAMAGE_BURN, BP_R_LEG, used_weapon = "Fire") apply_damage(0.4*mx*arms_exposure, DAMAGE_BURN, BP_L_ARM, used_weapon = "Fire") apply_damage(0.4*mx*arms_exposure, DAMAGE_BURN, BP_R_ARM, used_weapon = "Fire") #undef FIRE_LIGHT_1 #undef FIRE_LIGHT_2 #undef FIRE_LIGHT_3 #undef MINIMUM_HEAT_THRESHOLD